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2014-01-27refactor: Remove identical part.ParentGroup.AddAvatar(UUID); calls which ↵Justin Clark-Casey (justincc)1-2/+1
occur no matter which branch of the conditional is executed
2014-01-20Add back code to UuidGatherer to retrieve UUIDs for materials stored in ↵dahlia1-0/+73
DynAttrs. This is unfortunately still necessary until a better solution for handling existing legacy materials can be implemented
2014-01-20Clean up orphaned json stores. This can happen when an object isMic Bowman1-0/+7
removed, when a script is removed, or when a script is reset. Also added a stats command to track the number of json stores used by a region. Will probably add some more commands later.
2014-01-20Stop exceptions being generated on agent connection if a telehub object has ↵Justin Clark-Casey (justincc)2-15/+154
been deleted or has no spawn points.
2014-01-20Materials module: a) Store materials as assets; b) Finalized it (removed the ↵Oren Hurvitz2-97/+53
"Demo" label; removed most of the logging); c) Enabled by default Changed UuidGatherer to use 'sbyte' to identify assets instead of 'AssetType'. This lets UuidGatherer handle Materials, which are defined in a different enum from 'AssetType'.
2014-01-17minor: reinsert some method doc back into IEntityTransferModuleJustin Clark-Casey (justincc)1-0/+20
2014-01-16Reorder checks in SP.CompleteMovement() to fix test failuresJustin Clark-Casey (justincc)1-36/+33
2014-01-16Actually put IsChildAgent = true inside the lock, otherwise there is still a ↵Justin Clark-Casey (justincc)1-1/+3
small window for race conditions on duplicate CompleteMovement calls
2014-01-16Prevent duplicate invocations or race dontision in SP.CompleteMovement()Justin Clark-Casey (justincc)2-56/+65
This can happen under poor network conditions if a viewer repeats the message send If this happens, physics actors can get orphaned, which unecessarily raises physics frame times
2014-01-16Remove old IInterRegionComms and references. This hasn't been used since ↵Justin Clark-Casey (justincc)2-123/+0
2009 and was superseded by ISimulationService
2014-01-10When moving the root prim of an attachment: a) Change the attach position; ↵Oren Hurvitz1-5/+5
b) Move the other prims in the reverse direction to compensate
2014-01-10Refactored: use a single function to apply an object's folded permissions to ↵Oren Hurvitz2-14/+14
its main permissions
2014-01-10Refactored setting permissions when rezzing items: use the same function ↵Oren Hurvitz3-57/+78
when rezzing from user inventory and prim inventory. Also, fixed a bug: when rezzing a coalesced object from a prim's inventory, apply the coalesced object's name and description only to the first sub-object; not to all the objects in the coalescence. (This was already done correctly when rezzing from a user's inventory.)
2014-01-08If an agent is sitting, then do send the rotation in the agent update ↵Justin Clark-Casey (justincc)1-0/+2
instead of zeroing it to resolve mouselook camera problems Addresses http://opensimulator.org/mantis/view.php?id=6892 Thanks to tglion for this spot. This resolves a recent regression from 17b32b764acd815400d9eb903aaec6dcebd60ac7
2014-01-04Some missing definitions needed for successful compilation.Robert Adams1-1/+2
2014-01-04varregion: Add region size to teleport event messages (EnableSimulator,Robert Adams2-4/+10
CorssRegion, TeleportFinishEvent). Have Simian grid service return the region size. Many teleport related debug log messages. Can be removed when teleport works (like that's ever going to happen). Conflicts: OpenSim/Framework/RegionInfo.cs
2013-12-16This is the acutal sitting avatar crossing code. This commit implements theMelanie1-2/+152
actual crossing mechanics for seated avatars, using the supporting code from the previous commits. Physics is not supported yet, although some few bits for them are already in place due to the earlier code drops. With this commit, crossing sitting avatar by "editing" the prim across the border, by using llSetPos or keyframe motion may already be possible. Vehicles will come next.
2013-12-14Wrap analysis of the particle system in the UUID Gatherer in a separate ↵Justin Clark-Casey (justincc)1-3/+12
try/catch as sometimes it appears that this can be corrupt. As per Oren's suggestion.
2013-12-14Comment out sit position checks in TestSitAndStandWithSitTarget() in SP and ↵Justin Clark-Casey (justincc)1-8/+6
NPC tests until positions are known to be stable. Also resolve issues with NoSitTarget() tests where I was trying to use a destroyed PhysActor
2013-12-14Fix build break in test from previous commit 54cc229 - hadn't realized ↵Justin Clark-Casey (justincc)1-1/+1
ScenePresence inst var name was slightly different
2013-12-14Fix TestSitAndStandWithNoSitTarget NPC and SP tests.Justin Clark-Casey (justincc)1-1/+1
These stopped working because current code calculates sit heights based on avatar physics rather than appearance data. Also changed BasicPhysics to not divide Z param of all set sizes by 2 - there's no obvious good reason for this and basicphysics is only used in tests
2013-12-13Eliminate unnecessary line from my previous commit 1d605642Justin Clark-Casey (justincc)1-2/+0
2013-12-11Refix sitting on child prims by reinserting relevant code back into ↵Justin Clark-Casey (justincc)1-3/+22
SP.HandleAgentSit()
2013-12-11Replace proprietary file header with BSD oneMelanie1-6/+27
2013-12-11Add missing files *blush*Melanie1-0/+19
2013-12-11Committing the Avination Scene Presence and related texture codeMelanie3-354/+713
- Parts of region crossing code - New bakes handling code - Bakes now sent from sim to sim without central storage - Appearance handling changes - Some changes to sitting - A number of unrelated fixes and improvements
2013-12-11This is the Avination Entity Transfer Module. Surprisingly, it still compilesMelanie1-22/+10
but I don't know if it runs. Will probably crash and burn as the supporting code isn't there yet.
2013-12-05Fix regression where mouse look flight direction no longer worked by zeroing ↵Justin Clark-Casey (justincc)1-13/+2
x/y rot before sending agent updates, instead of before any agent update processing It turns out that the x/y rot data in mouselook is needed to implement this and to push the avatar against the ground if walking in mouselook. Doing this in the terse send so that we preserve mouselook rotation information
2013-12-03Ignore X and Y body rotations when sent by mouse look.Justin Clark-Casey (justincc)1-3/+15
Fixes http://opensimulator.org/mantis/view.php?id=3274 When not in mouselook, avatar only sends rotations around the Z plane (since that's the only way an avatar can rotate). However, in mouselook it also sends X and Y information. But sending X and Y in terse updates causes issues with wrong camera movement in mouselook. So strip out X and Y components for now. If this is an issue, then could strip out before sending avatar terse update, though this generates more cpu work. Thanks to mirceakitsune for suggesting an initial fix
2013-11-30Actually use the SP.AgentControlStopSlowWhilstMoving parameter intoroduced ↵Justin Clark-Casey (justincc)1-1/+1
for slow walk/run in 4cfe02a rather than the magic number
2013-11-30Remove unused SP.Updated flag, which appears unused for many years and was ↵Justin Clark-Casey (justincc)1-10/+0
only set true once and never reset
2013-11-30Implement most effects of AGENT_CONTROL_STOPJustin Clark-Casey (justincc)2-44/+104
AGENT_CONTROL_STOP is specified to SP.HandleAgentUpdate if the user holds down the space bar on a viewer. For a stopped avatar, this prevents fly or walk/run (though not rotate) until released. For a walking/running avatar, this reduces movement to half speed. For a flying avatar, this stops the avatar. These are observed behaviours on the LL grid - there was no previous OpenSimulator implementation This commit introduces an optional parameter to SP.AddNewMovement(), which means that it will no longer compile on .NET 3.5 or earlier versions of Mono than 2.8 Currently, this does not work for jumping, and if used whilst flying the avatar continues the fly animation even though it does not move
2013-11-30Remove nudgehack from SP.HandleAgentUpdate by making MovementFlag a uint ↵Justin Clark-Casey (justincc)1-19/+6
rather than a byte
2013-11-29Remove unused sp.ParentPosition, which has not been used for some timeJustin Clark-Casey (justincc)2-21/+2
2013-11-29Comment out debug sit message accidently left activeJustin Clark-Casey (justincc)1-3/+3
2013-11-29Fix regression where sitting on ground stopped working.Justin Clark-Casey (justincc)1-8/+11
This was due to the PhysicsActor no longer being recreated on stand from ground.
2013-11-29Restore SP.AbsolutePosition to properly return actual absolute position when ↵Justin Clark-Casey (justincc)1-1/+1
sitting
2013-11-27Fix stand positions rather than having the stand jump to the root prim.Justin Clark-Casey (justincc)1-7/+49
2013-11-26Only translate linked prim specified offset pos by the link prim rotation, ↵Justin Clark-Casey (justincc)1-13/+15
not any specified avatar rotation as well. Don't translate root prim position by avatar rotation.
2013-11-26fix position changes when sitting on a prim with position and/or orientation ↵Justin Clark-Casey (justincc)1-3/+28
explicitly specified
2013-11-23Revert "Fix issue where sitting on non-root linked prims would send camera ↵Justin Clark-Casey (justincc)1-7/+2
to wrong position in third-person and mouselook" Reverting to place on separate branch This reverts commit ff4e7de7769b7eaa1b4fd3917e59f362b708226a.
2013-11-23Revert "Add line accidentally left out of recent non-root prim sit fix"Justin Clark-Casey (justincc)1-2/+0
Reverting to place on new branch This reverts commit ed1029712a85206430fee1d4897d473517728dab.
2013-11-23Revert "Fix non-root prim sit positions for prims where a sit target has ↵Justin Clark-Casey (justincc)1-1/+1
been specified as well." Revert to place on separate branch for now This reverts commit 70e651a8d1d0c2a48c4f26cd1c70bee098c11a57.
2013-11-23Revert "Refix fix for sitting on non-root linked prims with explicit sit ↵Justin Clark-Casey (justincc)1-1/+1
targets." This reverts commit 78649eb0999a5f97cc541c94ec98d1d06ed957cb.
2013-11-23Revert "fix avatar rotation when sitting on a linked part"Justin Clark-Casey (justincc)1-1/+1
Reverting for now to place on separate branch This reverts commit 65304260af283211443a2872c46f6609d3e45649.
2013-11-23fix avatar rotation when sitting on a linked partJustin Clark-Casey (justincc)1-1/+1
Need to take into account rotation of linked prim now that we are always specifying sits wrt the root prim
2013-11-23Refix fix for sitting on non-root linked prims with explicit sit targets.Justin Clark-Casey (justincc)1-1/+1
I forgot that m_post is being set inconsistently between non-explicit and explicit ragets
2013-11-23Fix non-root prim sit positions for prims where a sit target has been ↵Justin Clark-Casey (justincc)1-1/+1
specified as well.
2013-11-23Add line accidentally left out of recent non-root prim sit fixJustin Clark-Casey (justincc)1-0/+2
Original commit is ff4e7de7
2013-11-23Fix issue where sitting on non-root linked prims would send camera to wrong ↵Justin Clark-Casey (justincc)1-2/+7
position in third-person and mouselook We now specify sits as offsets from the root prim, as the viewer expects.